Source:NetHack 3.6.1/dat/endgame.des

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Below is the full text to endgame.des from the source code of NetHack 3.6.1. To link to a particular line, write [[Source:NetHack 3.6.1/dat/endgame.des#line123]], for example.

The NetHack General Public License applies to screenshots, source code and other content from NetHack.

This content was modified from the original NetHack source code distribution (by splitting up NetHack content between wiki pages, and possibly further editing). See the page history for a list of who changed it, and on what dates.

 # NetHack 3.6	endgame.des	$NHDT-Date: 1432512783 2015/05/25 00:13:03 $  $NHDT-Branch: master $:$NHDT-Revision: 1.13 $
 #	Copyright (c) 1989 by Jean-Christophe Collet
 #	Copyright (c) 1992,1993 by Izchak Miller, David Cohrs,
 #                      and Timo Hakulinen
 # NetHack may be freely redistributed.  See license for details.
 #
 # These are the ENDGAME levels: earth, air, fire, water, and astral.
 # The top-most level, the Astral Level, has 3 temples and shrines.
 # Players are supposed to sacrifice the Amulet of Yendor on the appropriate
 # shrine.
 
 MAZE:"earth",' '
 FLAGS: noteleport,hardfloor,shortsighted
 MESSAGE: "Well done, mortal!"
 MESSAGE: "But now thou must face the final Test..."
 MESSAGE: "Prove thyself worthy or perish!"
 
 GEOMETRY:center,center
 # The player lands, upon arrival, in the
 # lower-right cavern.  The location of the
 # portal to the next level is randomly chosen.
 # This map has no visible outer boundary, and
 # is mostly diggable "rock".
 MAP
                                                                             
   ...                                                                       
  ....                ..                                                     
  .....             ...                                      ..              
   ....              ....                                     ...            
    ....              ...                ....                 ...      .     
     ..                ..              .......                 .      ..     
                                       ..  ...                        .      
               .                      ..    .                         ...    
              ..  ..                  .     ..                         .     
             ..   ...                        .                               
             ...   ...                                                       
               .. ...                                 ..                     
                ....                                 ..                      
                           ..                                       ...      
                          ..                                       .....     
   ...                                                              ...      
  ....                                                                       
    ..                                                                       
                                                                             
 ENDMAP
 
 REPLACE_TERRAIN:(0,0,75,19), ' ', ('.', unlit), 5%
 
 #  Since there are no stairs, this forces the hero's initial placement
 TELEPORT_REGION:(69,16,69,16),(0,0,0,0)
 PORTAL:(0,0,75,19),(65,13,75,19),"air"
 #  Some helpful monsters.  Making sure a
 #  pick axe and at least one wand of digging
 #  are available.
 MONSTER:('@',"Elvenking"),(67,16)
 MONSTER:('H',"minotaur"),(67,14)
 #  An assortment of earth-appropriate nasties
 #  in each cavern.
 MONSTER:('E',"earth elemental"),(52,13),hostile
 MONSTER:('E',"earth elemental"),(53,13),hostile
 MONSTER:('T',"rock troll"),(53,12)
 MONSTER:('H',"stone giant"),(54,12)
 #
 MONSTER:('S',"pit viper"),(70,05)
 MONSTER:('&',"barbed devil"),(69,06)
 MONSTER:('H',"stone giant"),(69,08)
 MONSTER:(''',"stone golem"),(71,08)
 MONSTER:('&',"pit fiend"),(70,09)
 MONSTER:('E',"earth elemental"),(70,08),hostile
 #
 MONSTER:('E',"earth elemental"),(60,03),hostile
 MONSTER:('H',"stone giant"),(61,04)
 MONSTER:('E',"earth elemental"),(62,04),hostile
 MONSTER:('E',"earth elemental"),(61,05),hostile
 MONSTER:('s',"scorpion"),(62,05)
 MONSTER:('p',"rock piercer"),(63,05)
 #
 MONSTER:('U',"umber hulk"),(40,05)
 MONSTER:('v',"dust vortex"),(42,05)
 MONSTER:('T',"rock troll"),(38,06)
 MONSTER:('E',"earth elemental"),(39,06),hostile
 MONSTER:('E',"earth elemental"),(41,06),hostile
 MONSTER:('E',"earth elemental"),(38,07),hostile
 MONSTER:('H',"stone giant"),(39,07)
 MONSTER:('E',"earth elemental"),(43,07),hostile
 MONSTER:(''',"stone golem"),(37,08)
 MONSTER:('S',"pit viper"),(43,08)
 MONSTER:('S',"pit viper"),(43,09)
 MONSTER:('T',"rock troll"),(44,10)
 #
 MONSTER:('E',"earth elemental"),(02,01),hostile
 MONSTER:('E',"earth elemental"),(03,01),hostile
 MONSTER:(''',"stone golem"),(01,02)
 MONSTER:('E',"earth elemental"),(02,02),hostile
 MONSTER:('T',"rock troll"),(04,03)
 MONSTER:('T',"rock troll"),(03,03)
 MONSTER:('&',"pit fiend"),(03,04)
 MONSTER:('E',"earth elemental"),(04,05),hostile
 MONSTER:('S',"pit viper"),(05,06)
 #
 MONSTER:('E',"earth elemental"),(21,02),hostile
 MONSTER:('E',"earth elemental"),(21,03),hostile
 MONSTER:('H',"minotaur"),(21,04)
 MONSTER:('E',"earth elemental"),(21,05),hostile
 MONSTER:('T',"rock troll"),(22,05)
 MONSTER:('E',"earth elemental"),(22,06),hostile
 MONSTER:('E',"earth elemental"),(23,06),hostile
 #
 MONSTER:('S',"pit viper"),(14,08)
 MONSTER:('&',"barbed devil"),(14,09)
 MONSTER:('E',"earth elemental"),(13,10),hostile
 MONSTER:('T',"rock troll"),(12,11)
 MONSTER:('E',"earth elemental"),(14,12),hostile
 MONSTER:('E',"earth elemental"),(15,13),hostile
 MONSTER:('H',"stone giant"),(17,13)
 MONSTER:(''',"stone golem"),(18,13)
 MONSTER:('&',"pit fiend"),(18,12)
 MONSTER:('E',"earth elemental"),(18,11),hostile
 MONSTER:('E',"earth elemental"),(18,10),hostile
 #
 MONSTER:('&',"barbed devil"),(02,16)
 MONSTER:('E',"earth elemental"),(03,16),hostile
 MONSTER:('T',"rock troll"),(02,17)
 MONSTER:('E',"earth elemental"),(04,17),hostile
 MONSTER:('E',"earth elemental"),(04,18),hostile
 
 OBJECT:('`',"boulder"),random
 
 
 MAZE:"air",' '
 FLAGS: noteleport,hardfloor,shortsighted
 # The following messages are somewhat obtuse, to make then
 # equally meaningful if the player can see or not.
 MESSAGE: "What a strange feeling!"
 MESSAGE: "You notice that there is no gravity here."
 GEOMETRY:center,center
 # The player lands, upon arrival, in the
 # lower-left area.  The location of the
 # portal to the next level is randomly chosen.
 # This map has no visible outer boundary, and
 # is all "air".
 MAP
 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
 ENDMAP
 # Use up and down regions to partition the level into three parts;
 # teleportation can't cross from one part into another.
 # The up region is where you'll arrive after activating the portal from
 # the preceding level; the exit portal is placed inside the down region.
 TELEPORT_REGION:levregion(01,00,24,20),levregion(25,00,79,20),up
 TELEPORT_REGION:levregion(56,00,79,20),levregion(01,00,55,20),down
 PORTAL:levregion(57,01,78,19),(0,0,0,0),"fire"
 REGION:(00,00,75,19),lit,"ordinary"
 MONSTER:('E',"air elemental"),random,hostile
 MONSTER:('E',"air elemental"),random,hostile
 MONSTER:('E',"air elemental"),random,hostile
 MONSTER:('E',"air elemental"),random,hostile
 MONSTER:('E',"air elemental"),random,hostile
 MONSTER:('E',"air elemental"),random,hostile
 MONSTER:('E',"air elemental"),random,hostile
 MONSTER:('E',"air elemental"),random,hostile
 MONSTER:('E',"air elemental"),random,hostile
 MONSTER:('E',"air elemental"),random,hostile
 MONSTER:('E',"air elemental"),random,hostile
 
 MONSTER:('e',"floating eye"),random,hostile
 MONSTER:('e',"floating eye"),random,hostile
 MONSTER:('e',"floating eye"),random,hostile
 
 MONSTER:('y',"yellow light"),random,hostile
 MONSTER:('y',"yellow light"),random,hostile
 MONSTER:('y',"yellow light"),random,hostile
 
 MONSTER:('A',"couatl"),random
 
 MONSTER:'D',random
 MONSTER:'D',random
 MONSTER:'D',random
 MONSTER:'D',random
 MONSTER:'D',random
 
 MONSTER:'E',random
 MONSTER:'E',random
 MONSTER:'E',random
 MONSTER:'J',random
 MONSTER:'J',random
 
 MONSTER:('&',"djinni"),random,hostile
 MONSTER:('&',"djinni"),random,hostile
 MONSTER:('&',"djinni"),random,hostile
 
 MONSTER:('v',"fog cloud"),random,hostile
 MONSTER:('v',"fog cloud"),random,hostile
 MONSTER:('v',"fog cloud"),random,hostile
 MONSTER:('v',"fog cloud"),random,hostile
 MONSTER:('v',"fog cloud"),random,hostile
 MONSTER:('v',"fog cloud"),random,hostile
 MONSTER:('v',"fog cloud"),random,hostile
 MONSTER:('v',"fog cloud"),random,hostile
 MONSTER:('v',"fog cloud"),random,hostile
 MONSTER:('v',"energy vortex"),random,hostile
 MONSTER:('v',"energy vortex"),random,hostile
 MONSTER:('v',"energy vortex"),random,hostile
 MONSTER:('v',"energy vortex"),random,hostile
 MONSTER:('v',"energy vortex"),random,hostile
 MONSTER:('v',"steam vortex"),random,hostile
 MONSTER:('v',"steam vortex"),random,hostile
 MONSTER:('v',"steam vortex"),random,hostile
 MONSTER:('v',"steam vortex"),random,hostile
 MONSTER:('v',"steam vortex"),random,hostile
 
 
 MAZE:"fire",' '
 FLAGS: noteleport,hardfloor,shortsighted
 GEOMETRY:center,center
 # The player lands, upon arrival, in the
 # lower-right.  The location of the
 # portal to the next level is randomly chosen.
 # This map has no visible outer boundary, and
 # is mostly open area, with lava lakes and bunches of fire traps.
 MAP
 ............................................................................
 ....LLLLLLLL............L.......................LLL.........................
 ...LL...................L......................LLLL................LL.......
 ...L.............LLLL...LL....LL...............LLLLL.............LLL........
 .LLLL..............LL....L.....LLL..............LLLL..............LLLL......
 ..........LLLL...LLLL...LLL....LLL......L........LLLL....LL........LLL......
 ........LLLLLLL...LL.....L......L......LL.........LL......LL........LL...L..
 ........LL..LLL..LL......LL......LLLL..L.........LL......LLL............LL..
 ....L..LL....LLLLL.................LLLLLLL.......L......LL............LLLLLL
 ....L..L.....LL.LLLL.......L............L........LLLLL.LL......LL.........LL
 ....LL........L...LL......LL.............LLL.....L...LLL.......LLL.........L
 .....LLLLLL........L.......LLL.............L....LL...L.LLL......LLLLLLL.....
 ..........LLLL............LL.L.............L....L...LL.........LLL..LLL.....
 ...........................LLLLL...........LL...L...L........LLLL..LLLLLL...
 .....LLLL.............LL....LL.......LLL...LL.......L..LLL....LLLLLLL.......
 .......LLL.........LLLLLLLLLLL......LLLLL...L...........LL...LL...LL........
 .........LL.......LL.........LL.......LLL....L..LLL....LL.........LL........
 ..........LLLLLLLLL...........LL....LLL.......LLLLL.....LL........LL........
 .................L.............LLLLLL............LL...LLLL.........LL.......
 .................................LL....................LL...................
 ENDMAP
 TELEPORT_REGION:(69,16,69,16),(0,0,0,0)
 PORTAL:(0,0,75,19),(65,13,75,19),"water"
 
 TRAP:"fire",random
 TRAP:"fire",random
 TRAP:"fire",random
 TRAP:"fire",random
 TRAP:"fire",random
 TRAP:"fire",random
 TRAP:"fire",random
 TRAP:"fire",random
 TRAP:"fire",random
 TRAP:"fire",random
 TRAP:"fire",random
 TRAP:"fire",random
 TRAP:"fire",random
 TRAP:"fire",random
 TRAP:"fire",random
 TRAP:"fire",random
 TRAP:"fire",random
 TRAP:"fire",random
 TRAP:"fire",random
 TRAP:"fire",random
 TRAP:"fire",random
 TRAP:"fire",random
 TRAP:"fire",random
 TRAP:"fire",random
 TRAP:"fire",random
 TRAP:"fire",random
 TRAP:"fire",random
 TRAP:"fire",random
 TRAP:"fire",random
 TRAP:"fire",random
 TRAP:"fire",random
 TRAP:"fire",random
 TRAP:"fire",random
 TRAP:"fire",random
 TRAP:"fire",random
 TRAP:"fire",random
 TRAP:"fire",random
 TRAP:"fire",random
 TRAP:"fire",random
 TRAP:"fire",random
 #  An assortment of fire-appropriate nasties
 MONSTER:('D',"red dragon"),random
 MONSTER:('&',"balrog"),random
 MONSTER:('E',"fire elemental"),random,hostile
 MONSTER:('E',"fire elemental"),random,hostile
 MONSTER:('v',"fire vortex"),random
 MONSTER:('d',"hell hound"),random
 #
 MONSTER:('H',"fire giant"),random
 MONSTER:('&',"barbed devil"),random
 MONSTER:('d',"hell hound"),random
 MONSTER:(''',"stone golem"),random
 MONSTER:('&',"pit fiend"),random
 MONSTER:('E',"fire elemental"),random,hostile
 #
 MONSTER:('E',"fire elemental"),random,hostile
 MONSTER:('d',"hell hound"),random
 MONSTER:('E',"fire elemental"),random,hostile
 MONSTER:('E',"fire elemental"),random,hostile
 MONSTER:('s',"scorpion"),random
 MONSTER:('H',"fire giant"),random
 #
 MONSTER:('d',"hell hound"),random
 MONSTER:('v',"dust vortex"),random
 MONSTER:('v',"fire vortex"),random
 MONSTER:('E',"fire elemental"),random,hostile
 MONSTER:('E',"fire elemental"),random,hostile
 MONSTER:('E',"fire elemental"),random,hostile
 MONSTER:('d',"hell hound"),random
 MONSTER:('E',"fire elemental"),random,hostile
 MONSTER:(''',"stone golem"),random
 MONSTER:('S',"pit viper"),random
 MONSTER:('S',"pit viper"),random
 MONSTER:('v',"fire vortex"),random
 #
 MONSTER:('E',"fire elemental"),random,hostile
 MONSTER:('E',"fire elemental"),random,hostile
 MONSTER:('H',"fire giant"),random
 MONSTER:('E',"fire elemental"),random,hostile
 MONSTER:('v',"fire vortex"),random
 MONSTER:('v',"fire vortex"),random
 MONSTER:('&',"pit fiend"),random
 MONSTER:('E',"fire elemental"),random,hostile
 MONSTER:('S',"pit viper"),random
 #
 MONSTER:(':',"salamander"),random,hostile
 MONSTER:(':',"salamander"),random,hostile
 MONSTER:('H',"minotaur"),random
 MONSTER:(':',"salamander"),random,hostile
 MONSTER:('v',"steam vortex"),random
 MONSTER:(':',"salamander"),random,hostile
 MONSTER:(':',"salamander"),random,hostile
 #
 MONSTER:('H',"fire giant"),random
 MONSTER:('&',"barbed devil"),random
 MONSTER:('E',"fire elemental"),random,hostile
 MONSTER:('v',"fire vortex"),random
 MONSTER:('E',"fire elemental"),random,hostile
 MONSTER:('E',"fire elemental"),random,hostile
 MONSTER:('d',"hell hound"),random
 MONSTER:('H',"fire giant"),random
 MONSTER:('&',"pit fiend"),random
 MONSTER:('E',"fire elemental"),random,hostile
 MONSTER:('E',"fire elemental"),random,hostile
 #
 MONSTER:('&',"barbed devil"),random
 MONSTER:(':',"salamander"),random,hostile
 MONSTER:('v',"steam vortex"),random
 MONSTER:(':',"salamander"),random,hostile
 MONSTER:(':',"salamander"),random,hostile
 
 OBJECT:('`',"boulder"),random
 OBJECT:('`',"boulder"),random
 OBJECT:('`',"boulder"),random
 OBJECT:('`',"boulder"),random
 OBJECT:('`',"boulder"),random
 
 
 MAZE:"water",' '
 FLAGS: noteleport,hardfloor,shortsighted
 MESSAGE: "You find yourself suspended in an air bubble surrounded by water."
 GEOMETRY:center,center
 # The player lands upon arrival to an air bubble
 # within the leftmost third of the level.  The
 # portal to the next level is randomly located in an air
 # bubble within the rightmost third of the level.
 # Bubbles are generated by special code in mkmaze.c for now.
 MAP
 WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
 WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
 WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
 WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
 WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
 WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
 WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
 WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
 WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
 WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
 WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
 WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
 WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
 WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
 WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
 WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
 WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
 WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
 WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
 WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
 ENDMAP
 TELEPORT_REGION:(0,0,25,19),(0,0,0,0)
 PORTAL:(51,0,75,19),(0,0,0,0),"astral"
 # A fisherman's dream...
 MONSTER:(';',"giant eel"),random
 MONSTER:(';',"giant eel"),random
 MONSTER:(';',"giant eel"),random
 MONSTER:(';',"giant eel"),random
 MONSTER:(';',"giant eel"),random
 MONSTER:(';',"giant eel"),random
 MONSTER:(';',"giant eel"),random
 MONSTER:(';',"giant eel"),random
 MONSTER:(';',"electric eel"),random
 MONSTER:(';',"electric eel"),random
 MONSTER:(';',"electric eel"),random
 MONSTER:(';',"electric eel"),random
 MONSTER:(';',"electric eel"),random
 MONSTER:(';',"electric eel"),random
 MONSTER:(';',"electric eel"),random
 MONSTER:(';',"electric eel"),random
 MONSTER:(';',"kraken"),random
 MONSTER:(';',"kraken"),random
 MONSTER:(';',"kraken"),random
 MONSTER:(';',"kraken"),random
 MONSTER:(';',"kraken"),random
 MONSTER:(';',"kraken"),random
 MONSTER:(';',"kraken"),random
 MONSTER:(';',"kraken"),random
 MONSTER:(';',"kraken"),random
 MONSTER:(';',"shark"),random
 MONSTER:(';',"shark"),random
 MONSTER:(';',"shark"),random
 MONSTER:(';',"shark"),random
 MONSTER:(';',"piranha"),random
 MONSTER:(';',"piranha"),random
 MONSTER:(';',"piranha"),random
 MONSTER:(';',"piranha"),random
 MONSTER:(';',"jellyfish"),random
 MONSTER:(';',"jellyfish"),random
 MONSTER:(';',"jellyfish"),random
 MONSTER:(';',"jellyfish"),random
 MONSTER:';',random
 MONSTER:';',random
 MONSTER:';',random
 MONSTER:';',random
 # These guys feel like home here
 MONSTER:('E',"water elemental"),random,hostile
 MONSTER:('E',"water elemental"),random,hostile
 MONSTER:('E',"water elemental"),random,hostile
 MONSTER:('E',"water elemental"),random,hostile
 MONSTER:('E',"water elemental"),random,hostile
 MONSTER:('E',"water elemental"),random,hostile
 MONSTER:('E',"water elemental"),random,hostile
 MONSTER:('E',"water elemental"),random,hostile
 MONSTER:('E',"water elemental"),random,hostile
 MONSTER:('E',"water elemental"),random,hostile
 MONSTER:('E',"water elemental"),random,hostile
 MONSTER:('E',"water elemental"),random,hostile
 MONSTER:('E',"water elemental"),random,hostile
 MONSTER:('E',"water elemental"),random,hostile
 MONSTER:('E',"water elemental"),random,hostile
 MONSTER:('E',"water elemental"),random,hostile
 MONSTER:('E',"water elemental"),random,hostile
 MONSTER:('E',"water elemental"),random,hostile
 MONSTER:('E',"water elemental"),random,hostile
 
 
 MAZE:"astral",' '
 FLAGS: noteleport,hardfloor,nommap,shortsighted,solidify
 MESSAGE: "You arrive on the Astral Plane!"
 MESSAGE: "Here the High Temple of %d is located."
 MESSAGE: "You sense alarm, hostility, and excitement in the air!"
 GEOMETRY:center,center
 MAP
                               ---------------                              
                               |.............|                              
                               |..---------..|                              
                               |..|.......|..|                              
 ---------------               |..|.......|..|               ---------------
 |.............|               |..|.......|..|               |.............|
 |..---------..-|   |-------|  |..|.......|..|  |-------|   |-..---------..|
 |..|.......|...-| |-.......-| |..|.......|..| |-.......-| |-...|.......|..|
 |..|.......|....-|-.........-||..----+----..||-.........-|-....|.......|..|
 |..|.......+.....+...........||.............||...........+.....+.......|..|
 |..|.......|....-|-.........-|--|.........|--|-.........-|-....|.......|..|
 |..|.......|...-| |-.......-|   -|---+---|-   |-.......-| |-...|.......|..|
 |..---------..-|   |---+---|    |-.......-|    |---+---|   |-..---------..|
 |.............|      |...|-----|-.........-|-----|...|      |.............|
 ---------------      |.........|...........|.........|      ---------------
                      -------...|-.........-|...-------                     
                            |....|-.......-|....|                           
                            ---...|---+---|...---                           
                              |...............|                             
                              -----------------                             
 ENDMAP
 
 IF [75%] {
   TERRAIN:fillrect (17,14, 30,18),'.'
   TERRAIN:fillrect (44,14, 57,18),'.'
   WALLIFY
 
   $hall = selection:floodfill(37,18)
   LOOP [6 + 3d4] {
     MONSTER:('A',"Angel"),rndcoord($hall),noalign,hostile
     [50%]: MONSTER:random,rndcoord($hall),hostile
   }
 }
 
 # Rider locations
 $place = { (23,9),(37,14),(51,9) }
 SHUFFLE: $place
 
 # Where the player will land on arrival
 TELEPORT_REGION:(29,15,45,15),(30,15,44,15)
 # Lit courts
 REGION:(01,05,16,14),lit,"ordinary",filled,irregular
 REGION:(31,01,44,10),lit,"ordinary",filled,irregular
 REGION:(61,05,74,14),lit,"ordinary",filled,irregular
 # A Sanctum for each alignment
 # The shrines' alignments are shuffled for
 # each game
 REGION:(04,07,10,11),lit,"temple"
 REGION:(34,03,40,07),lit,"temple"
 REGION:(64,07,70,11),lit,"temple"
 ALTAR:(07,09),align[0],sanctum
 ALTAR:(37,05),align[1],sanctum
 ALTAR:(67,09),align[2],sanctum
 # Doors
 DOOR:closed,(11,09)
 DOOR:closed,(17,09)
 DOOR:locked,(23,12)
 DOOR:locked,(37,08)
 DOOR:closed,(37,11)
 DOOR:closed,(37,17)
 DOOR:locked,(51,12)
 DOOR:locked,(57,09)
 DOOR:closed,(63,09)
 # Non diggable and phazeable everywhere
 NON_DIGGABLE:(00,00,74,19)
 NON_PASSWALL:(00,00,74,19)
 # Moloch's horde
 # West round room
 MONSTER:('@',"aligned priest"),(18,09),noalign,hostile
 MONSTER:('@',"aligned priest"),(19,08),noalign,hostile
 MONSTER:('@',"aligned priest"),(19,09),noalign,hostile
 MONSTER:('@',"aligned priest"),(19,10),noalign,hostile
 MONSTER:('A',"Angel"),(20,09),noalign,hostile
 MONSTER:('A',"Angel"),(20,10),noalign,hostile
 MONSTER:('&',"Pestilence"),$place[0],hostile
 # South-central round room
 MONSTER:('@',"aligned priest"),(36,12),noalign,hostile
 MONSTER:('@',"aligned priest"),(37,12),noalign,hostile
 MONSTER:('@',"aligned priest"),(38,12),noalign,hostile
 MONSTER:('@',"aligned priest"),(36,13),noalign,hostile
 MONSTER:('A',"Angel"),(38,13),noalign,hostile
 MONSTER:('A',"Angel"),(37,13),noalign,hostile
 MONSTER:('&',"Death"),$place[1],hostile
 # East round room
 MONSTER:('@',"aligned priest"),(56,09),noalign,hostile
 MONSTER:('@',"aligned priest"),(55,08),noalign,hostile
 MONSTER:('@',"aligned priest"),(55,09),noalign,hostile
 MONSTER:('@',"aligned priest"),(55,10),noalign,hostile
 MONSTER:('A',"Angel"),(54,09),noalign,hostile
 MONSTER:('A',"Angel"),(54,10),noalign,hostile
 MONSTER:('&',"Famine"),$place[2],hostile
 #
 # The aligned horde
 #
 # We do not know in advance the alignment of the
 # player.  The mpeaceful bit will need resetting
 # when the level is created.  The setting here is
 # but a place holder.
 #
 # West court
 MONSTER:('@',"aligned priest"),(12,07),chaos,hostile
 MONSTER:('@',"aligned priest"),(13,07),chaos,peaceful
 MONSTER:('@',"aligned priest"),(14,07),law,hostile
 MONSTER:('@',"aligned priest"),(12,11),law,peaceful
 MONSTER:('@',"aligned priest"),(13,11),neutral,hostile
 MONSTER:('@',"aligned priest"),(14,11),neutral,peaceful
 MONSTER:('A',"Angel"),(11,05),chaos,hostile
 MONSTER:('A',"Angel"),(12,05),chaos,peaceful
 MONSTER:('A',"Angel"),(13,05),law,hostile
 MONSTER:('A',"Angel"),(11,13),law,peaceful
 MONSTER:('A',"Angel"),(12,13),neutral,hostile
 MONSTER:('A',"Angel"),(13,13),neutral,peaceful
 # Central court
 MONSTER:('@',"aligned priest"),(32,09),chaos,hostile
 MONSTER:('@',"aligned priest"),(33,09),chaos,peaceful
 MONSTER:('@',"aligned priest"),(34,09),law,hostile
 MONSTER:('@',"aligned priest"),(40,09),law,peaceful
 MONSTER:('@',"aligned priest"),(41,09),neutral,hostile
 MONSTER:('@',"aligned priest"),(42,09),neutral,peaceful
 MONSTER:('A',"Angel"),(31,08),chaos,hostile
 MONSTER:('A',"Angel"),(32,08),chaos,peaceful
 MONSTER:('A',"Angel"),(31,09),law,hostile
 MONSTER:('A',"Angel"),(42,08),law,peaceful
 MONSTER:('A',"Angel"),(43,08),neutral,hostile
 MONSTER:('A',"Angel"),(43,09),neutral,peaceful
 # East court
 MONSTER:('@',"aligned priest"),(60,07),chaos,hostile
 MONSTER:('@',"aligned priest"),(61,07),chaos,peaceful
 MONSTER:('@',"aligned priest"),(62,07),law,hostile
 MONSTER:('@',"aligned priest"),(60,11),law,peaceful
 MONSTER:('@',"aligned priest"),(61,11),neutral,hostile
 MONSTER:('@',"aligned priest"),(62,11),neutral,peaceful
 MONSTER:('A',"Angel"),(61,05),chaos,hostile
 MONSTER:('A',"Angel"),(62,05),chaos,peaceful
 MONSTER:('A',"Angel"),(63,05),law,hostile
 MONSTER:('A',"Angel"),(61,13),law,peaceful
 MONSTER:('A',"Angel"),(62,13),neutral,hostile
 MONSTER:('A',"Angel"),(63,13),neutral,peaceful
 #
 # Assorted nasties
 MONSTER:'L',random,hostile
 MONSTER:'L',random,hostile
 MONSTER:'L',random,hostile
 MONSTER:'V',random,hostile
 MONSTER:'V',random,hostile
 MONSTER:'V',random,hostile
 MONSTER:'D',random,hostile
 MONSTER:'D',random,hostile
 MONSTER:'D',random,hostile